Wildermyth

Wildermyth

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Schwarzschilda's Walking Lunch Builds (1.0)
By attentaeter7
A collection of hero builds to make lunch out of Walking Lunch difficulty
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Introduction
Through playing through several campaigns on Walking Lunch, I've found a number of hero builds that are particularly strong. These are by no means the only strong builds, but they have worked for me across many campaigns, and I have found myself relying on these heroes time and time again to get over the hump in the early stages of WL campaigns. Hopefully people find this helpful, and suggestions are definitely welcome. I do a bit of theorycrafting in this guide for builds I have not personally used, but the main focus is builds i have used and found successful on WL. This guide is primarily focused on ability and gear recommendations, but I also note which aspects (if any) have good synergy with a particular build. While it is possible to realize one of these builds in a single campaign, it is likely you will need to play through several campaigns to successfully complete these builds. However, the benefit is then you can immediately recruit them at high legacy level (3+) with a strong build already in place. As noted in the title, this guide has been updated for 1.0. There are also some minor spoilers in this guide in that I mention the names of transformations/aspects/items that you can only get through events.
How to use this Guide
The primary focus of this guide is heroes who are promoted in your legacy across multiple campaigns. Due to the RNG of abilities that are available upon level up, it is highly unlikely that you will get the exact ability you want every time you level a hero up. Additionally, because you will need to build these heroes across several campaigns, it is possible you won't pick up an ability that you want every time. Here, the legacy system allows you to only promote (and thus "save") a hero when you want to.

An example scenario would be this:

You have a new warrior at the start of a campaign, and by the end they've gained Sentinel, Vigilance, Viciousness, Riposte, and Untouchable. You decide to go for a build that uses Sentinel and Vigilance, so you promote them to Local Legend (level 2). Next campaign you recruit them with Sentinel and Vigilance, and they gain Broadswipes during the campaign. So, you promote them to Fabled Adventurer (level 3). Next campaign you recruit them with Sentinel, Vigilance, and Broadswipes, but they don't pick up any abilities you want to keep, so you don't promote them.

The idea is after a few campaigns, you'll end up with a legacy level 4 or 5 hero with 4 or 5 abilities that give you a very powerful hero from the moment you recruit them. This guide is intended to give target builds to shoot for with those heroes.

The organization of this guide is:
  • Class
    • General Comments
    • Builds
      • Core Abilities
      • Complementary Abilities
      • Gearing recommendations
      • Transformations
      • Miscellaneous Aspects
For each class, I make a few general comments. For each build, I provide the core abilities that are essential for making it work and a list of complementary abilities that are not essential but have good utility, ordered by how useful I think they are. While there is no wrong way to build a hero, following these lists at least somewhat will give what I consider to be the biggest jumps in power with each ability as early as possible. After the abilities section, I provide my gearing recommendations, including how I think each weapon type works with the build, which enchantment I recommend, whether either armor type is stronger, and any special notes. Finally, I highlight any transformations and aspects that work particularly well in the build.

Notes:
  • The first seven abilities listed are not a one size fits all build to target - which ability is best depends on the situation and other aspects the hero has
  • In the gearing section, only the weapon types/enchantments I recommend are included
  • Every ability gives some benefit, but those listed give the greatest amount of utility to a build
  • If an ability is listed as (+) (ie Broadswipes (+)), the base ability and upgrade are given the same level of priority
  • If an ability upgrade is listed as + (ie Elementalist+), the upgrade and base ability have different levels of priority
  • If an ability upgrade is not listed, that means I do not think the upgrade is a good use of an ability slot for a particular build
Warriors: General Comments
Warriors in my experience have the least flexibility of all classes, but they are very good at what they do: tanking and dealing out a beat down in melee. Warrior abilities are almost exclusively focused on melee combat, and both their gear and the stats they gain on level up contribute to being able to tank attacks either through armor/resist or block/dodge.
Warrior Build 1: The Sweeper
Overview
In my experience, this is the single most effective build for crowd control. I have two Mythwalkers using this build and they will often charge into a room of enemies, enter Sentinel, and then clear out the entire room basically alone while taking minimal damage. This build is also excellent at preventing the more vulnerable heroes from ever getting attacked because enemies will tend to focus on the warrior because of proximity (if they are still alive, that is!).

Core Abilities
  • Broadswipes
  • Long Reach
  • Sentinel
  • Vigilance
The synergy between Vigilance and Sentinel is essential for reaction strikes. Adding Long Reach and Broadswipes turns every attack from single target into a multi-target cleave. With these four abilities, the hero can charge into a crowded room and create some serious carnage when the enemies start moving around. With enough bonus damage + potency, the cleave attacks can mean they clear out entire rooms solo.

Complementary Abilities (in order of usefulness)
  • Broadswipes+, Vigilance+: I list these ability upgrades together because which is better varies, and they both accomplish the same goal of increasing damage output per turn. Ideally, you'd get both of them
  • Paladin, Zealous Leap, Windwalk: All of these abilities extend movement range before entering Sentinel. I use Paladin on one of my heroes because she has low speed from Elmsoul
  • Long Reach+: The small bit of extended range is actually really noticeable. It can be the difference between hitting an enemy and not. Strictly weaker than upgrading Broadswipes or Vigilance, but strong nonetheless
  • Riposte: Being able to perform extra reaction strikes is powerful with Broadswipes/Long Reach, particularly if you stack block/dodge with Wildergaard
  • Stalwart, Untouchable (+): Increase survivability and don't interfere with entering Sentinel
  • Wolfcall: This hero will be landing a lot of kills, and the extra movement is nice
  • Sentinel+: The movement interruption is nice for area denial, but if you are outright killing the enemies anyway, it doesn't make much of a difference. Don't take it if using a hammer/mace

Gear Recommendations
  • Weapon Types:
    • Axe: Strong against heavily armored enemies, but probably the weakest option
    • Hammer/Mace: The best for area denial and limiting attacks taken
    • Spear: The best for getting the most out of Broadswipes/Long Reach
    • Sword: Dueling Sword is excellent for the increased stunt chance; other sword types granting block can come in handy when stacked with Brawlgard/Wildergard. Plus, the bit of melee accuracy for those awkward angle reaction strikes
  • Weapon Enchantments:
    • Fire: Decent for extra cleave damage
    • Leaf: With high stunt chance, can make the hero functionally unkillable because they will continually gain health
    • Stone and Water are not recommended in most situations. The pin for Stone can be useful occasionally but is a detriment to the effectiveness of this build. Water can be useful if you get Paladin+, but otherwise you will rarely be attacking on your turn with this build
  • Stack block/dodge OR armor/resist: I prefer using Brawlgard/Wildergard and stacking block (sometimes with a dueling sword) because of the increased stunt chance, but either path works
  • Special notes: If you can land Will of the Forest, it is without a doubt the single best weapon in the game for this build. The Bone Spear is also strong, but be careful about getting the Empowered Bone Spear because the pin on stunt is a detriment since you rely on enemies moving. The Dragonpaw and Ice shields are also strong, but can't be used with a two-handed weapon

Transformations
  • Spell Touched: +2 potency, +5 recovery rate, and +10 retirement age at the low cost of -.5 bonus damage and having blue skin - a straight up buff as long as you can handle the aesthetic
  • Wolftouched, Crowtouched: Free actions that trigger Broadswipes are always strong, plus you can get extra speed. Be careful about transforming arms, though

Miscellaneous Aspects
  • Avenger: Straight +1 bonus damage, cute. What more could you ask for?
  • Pet Critter: The +15 melee accuracy helps because the reaction strikes and Broadswipes often trigger at non-ideal angles
Warrior Build 2: Alpha Strike
Overview
While not quite as good at crowd control as The Sweeper, this build compensates by allowing you to execute precision strikes in an enemy formation. As a result, you can take down dangerous enemies before they can become a threat. Adding crowd control isn't essential, but makes this build competitive with The Sweeper in terms of damage output. Some care must be taken because it is likely a hero with this build will be the target of most enemies on the map.

Core Abilities:
  • Battledance
  • Zealous Leap
Zealous Leap lets you make full use of Battledance, as you can use a free action to jump to the enemies and then attack twice (or three times if you get a water stunt). The burst damage potential is strong, and you can often get the drop on enemies and attack them before they have a chance to attack you.

Complementary Abilities (in order of usefulness):
  • Broadswipes: Adds crowd control, meaning you can clear clumps of enemies effectively
  • Long Reach: Extra range on Zealous Leap, Windwalk, Broadswipes, and all attacks is nice to have
  • Windwalk: While it is a single use per mission, I have found that the one use you get can frequently be what wins a battle, as there is a much higher chance it will let you move exactly where you want to than with Zealous Leap
  • Broadswipes+: The extra damage can be absolutely insane, but get Long Reach first
  • Battledance+,Windwalk+,Zealous Leap+: Each upgrade gives a bit of extra mobility, which can sometimes mean getting an extra attack in
  • Riposte: Being able to perform extra reaction strikes is powerful with Broadswipes/Long Reach, particularly if you stack block/dodge with Brawlgard/Wildergard
  • Heroism (+): Extra action points = extra attacks, though doesn't give as many options for positioning
  • Stalwart, Untouchable (+): The extra protection is helpful because of how often this hero will become the target of many enemies at once
  • Wolfcall: This hero will be landing a lot of kills, and the extra movement is nice
  • Long Reach+: The extra bit of range can be helpful
  • Sentinel, Vigilance, Paladin (+): Sometimes, you'll have an extra action point after all the enemies in range are dead. Adding Sentinel and its complementary abilities can make use of that

Gear Recommendations
  • Weapon Types:
    • Axe: My preferred weapon type because it makes taking down heavily armored targets easier
    • Spear: the best for getting the most out of Broadswipes/Long Reach and reaching enemies with Windwalk/Zealous Leap
    • Sword: Dueling Sword is excellent for the increased stunt chance; other sword types are also strong
  • Weapon Enchantments:
    • Water: The clear choice in my opinion. Takes Battledance to the next level, sometimes granting 3 attacks in one turn
    • Other enchantments are also somewhat useful - Leaf for surviability, Fire for splash damage, Stone for some armor shred and pinning - but decidedly less so
  • Stack stunt: This is a clear situation for Brawlgard/Wildergard and stacking stunt chance to make full use of water stunts
  • Special notes: The Petriglass Spear is probably the best weapon for this build, though here it makes getting Broadswipes+ a bit more important because of the loss of armor shred. Once again, Will of the Forest and the Bone Spear are strong choices for this build. Upgrading to the Empowered Bone Spear is a good option if you get it. Thorn of the Fens can be strong as well if you have a way of flanking enemies. The Dragonpaw and Ice shields are quite useful (the latter especially so with Untouchable) if you don't mind using a one-handed weapon

Transformations
  • Spell Touched: +2 potency, +5 recovery rate, and +10 retirement age at the low cost of -.5 bonus damage and having blue skin - a straight up buff as long as you can handle the aesthetic
  • Crystalline: The extra stunt chance granted is especially useful for this build because of how much getting a water stunt increases damage output
  • Wolftouched: Extra speed, a free action that triggers Broadswipes, a single arm attack that has a water enchantment, and Frenzy that triggers Broadswipes on every hit. Inflexible and you sacrifice armor, but very strong

Miscellaneous Aspects
  • Avenger: Straight +1 damage, cute. What more could you ask for?
  • Pet Critter: The +15 melee accuracy helps because Broadswipes often triggers at non-ideal angles
Warrior Build 3: Tank
Overview
In my experience, building warriors for tanking tends to be weaker than building them for straight up damage. That said, sometimes the level up abilities force you in that direction, or your company has enough damage from other sources. Whatever the case may be, there are a few abilities that warriors can take that give a lot of survivability. This is less of a single build than a concept that can be taken in a number of directions, but a few abilities are key. The primary idea is using this hero to protect other heroes and throw in a bit of damage when possible.

Core Abilities:
  • Engage
  • Stalwart
  • Thundering Challenge
The primary idea with this build is to use this hero to use the warrior to either draw enemy attention (with positioning + Engage) and tank attacks (with Stalwart), or deflect it away (with Thundering Challenge). It is unlikely that they will be able to deal a lot of damage themselves, but with the attention focused on them, other heroes are less likely to get attacked.

Complementary Abilities (in order of usefulness):
  • Engage+: So long as they deal mostly physical damage, the area Engage can turn this hero into an uber tank
  • Zealous Leap (+): The extra mobility allows you to get this hero where they need to be for tanking and/or attacking, even when in Stalwart
  • Backslam (+): If you stack a lot of armor on this hero, Backslam becomes a pretty powerful attack in its own right and combos well with Engage/Stalwart. Plus, it helps with managing enemies
  • Shieldshear: Shredding armor is great for group utility and allowing your damage dealers to quickly kill enemies
  • Broadswipes: Even though damage dealing isn't the focus of this build, getting the cleave on Shieldshear is extremely useful, particularly so since this hero is likely to be surrounded by enemies a lot
  • Long Reach (+): Always useful for melee abilities, and it's likely you'll have a few of them
  • Broadswipes+: The extra damage can be absolutely insane, but get Long Reach first
  • Shieldshear+: Extra uses is good with Broadswipes; otherwise it isn't all that strong
  • Bloodrage (+): With the right build, it can make this hero pretty vicious. I don't think living on low health is generally a good idea, particularly on WL, but it can be strong in the right situation.
  • Aid (+), Endurance (+), Hardiness (+), Tinker (+): If it is all there is to take, these abilities can all be vital in surviving an extra turn or two

Gear Recommendations
  • Weapon Types:
    • Hammer/Mace: Excellent for helping to deflect aggro from other heroes
    • Staff: While it may sound odd, the +20 block from a Staff is the most you can get out of a weapon and helps making this hero as tanky as possible
    • Sword: Provides block without sacrificing damage like a Staff does
  • Weapon Enchantments:
    • Fire: Decent for extra cleave damage
    • Leaf: Helps a bit with survivability
    • Stone: Strongest enemy management
    • Water: Extra actions can be helpful
  • Stack block/dodge OR armor/resist: Which path is better depends on two things: Do you have Riposte/Backslam, and are you able to sacrifice speed by using Linkmail/Knightmail? I generally prefer stacking block/dodge, but with how often this hero is likely to be flanked, having a lot of armor/resist may be better
  • Special notes: Will of the Forest is again strong. The Bone Spear and Empowered Bone Spear are also strong in this case for the potency and Stone stunts. As usual, Dragonpaw and Ice shields are quite good

Transformations
  • Spell Touched: +2 potency, +5 recovery rate, and +10 retirement age at the low cost of -.5 bonus damage and having blue skin - a straight up buff as long as you can handle the aesthetic
  • Beartouched, Botanical, Crowtouched, Crystalline, Elmsoul, Flamesoul: The extra stats from each of these transformations can work well with this build, plus the attacks have strong potential

Miscellaneous Aspects
  • Avenger: Straight +1 damage, cute. What more could you ask for?
  • Pet Duck, Pet Rat, Pet Pinecone: The extra block/dodge/ability to wall with trees are all useful defensively
  • Pet Critter: The +15 melee accuracy can help getting special abilities to hit
Hunters: General Comments
Hunters I find are the most difficult to build into strong heroes. They don't have the crowd control potential or the same level of base damage as the other classes, and it's easy to find yourself with a hero who just isn't all that useful in combat. With some care, however, hunters can become just as strong as the other classes with the benefit of being extremely fast and difficult for the enemies to hit. Because Warriors are so good at melee combat, ranged is usually the way to go with Hunters, but it is entirely possible to create a strong melee Hunter. They also have a few interesting opportunities for group utility.
Hunter Build 1: The Sniper
Overview
This is my go-to build for hunters, and it excels at dealing with ranged enemies and picking off dangerous targets before they get a chance to attack. The hunter's natural speed helps a lot with positioning and avoiding enemies, and many maps have choke points that can be utilized by ranged attackers. I have four hunters at legacy level four or five using this build, and they are often the centerpiece of my backline, while also being able to charge in when needed because of their high dodge.

Core Abilities:
  • Rogue
  • Piercing Shots
  • Through Shot+
The single biggest limitation I've found on Hunters is their damage output is lower than other classes. The combination of Through Shot+ and Piercing Shots means you can hit multiple targets at once and ignore some or all of their armor. It also means you don't have to waste turns on Silkstep at a crucial moment in the fight to get the armor ignoring attacks. Plus, with Rogue, you can get into stealth without having to give up a turn.

Complementary Abilities (in order of usefulness):
  • Ember Arrows, Quellingmoss: Both are methods of buffing attacks. I think they are about equally strong, but if you have to choose, Quellingmoss is more useful since it has the AoE poison, unless you have an Ignite+ Mystic who can constantly give the Ember Arrows buff. Be very careful with Ember Arrows against Morthagi Butlers, however
  • Archery: It's not ideal to be taking attacks in the first place, but it's unavoidable against ranged attackers, so you may as well take advantage of it. With good positioning, you can end up killing several enemies per turn with reaction strikes
  • Long Reach (+), Sharpshooter: Extra range is weaker with ranged attacks than melee attacks, but is always useful. It can be good idea to pick up one or more of these if you are using theme ranged attacks, however
  • Ambush: When there are no enemies in range, setting Ambush can sometimes use of an otherwise wasted attack, but only worthwhile in those situations
  • Archery+: This upgrade can be good in some situations, but it's decidedly less important than the base ability
  • Ember Arrows+, Quellingmoss+: The upgraded versions of these abilities aren't all that strong, but every bit of damage counts
  • Flashcone (+), Jumpjaw (+): Since these are both free actions, they can be helpful at times, but aren't at all critical
  • Riposte: Because of the Hunter's high dodge chance, you can make some use of this since it (bizarrely) works with a bow

Gear Recommendations:
  • Weapon Types:
    • Bow: This is a ranged build, so bow really is the only way to go. Crossbow is strictly worse unless you get some particular transformations
  • Weapon Enchantments:
    • Fire: Very strong - benefits from Grayplane armor/resist ignore
    • Water: Potential for two attacks per turn
    • The armor shred from Stone won't make much of a difference with Piercing Shots and attacking from Grayplane, and the pin is situationally useful but can't be relied upon. Leaf is not useful because heroes with this build shouldn't be taking much damage
  • Stack Dodge: I find having high dodge chance to be the best gearing strategy for hunters because they get some bonus innately, plus then you don't have to sacrifice speed by using the Greybark/Thornbark armor set
  • Special Notes: The Bone Bow helps a lot with the bonus potency, but be careful when using the Empowered Bone Bow it in conjunction with Sentinel builds

Transformations:
  • Celestial, Mortifical Enhancements: These transformations both grant non-turn ending ranged attacks that work with Through Shot and Archery (not sure on other abilities but confirmed that Celestial does not work with Piercing Shots). Transforming one arm does mean sacrificing a bit of damage and range by using a Crossbow rather than a Bow, but getting the extra attack is quite nice
  • Flamesoul: The attack is turn ending, but it also works with Archery
  • Sylvan (?): I list this separately because I am not sure if the attack counts as ranged (I believe it does but have not confirmed). You lose the benefit of Through Shot, but it can definitely be worth it
  • Botanical, Crowtouched: +Dodge (and speed for Crowtouched) makes Hunters even better at what they're already good at
  • Crystalline: +Stunt chance

Miscellaneous Aspects:
  • Pet Rat: Free dodge
  • Hawksoul, Drauven Wings: +Speed
  • Fire Chicken: Self grant Ember Arrows and sometimes an extra attack
Hunter Build 2: Melee Rogue
Overview
I have not used melee hunters much, but they are undeniably powerful when built correctly. Combining stealth with flanking attacks from a dagger and/or Thornfang to give extra action points for melee kills is very strong. The downside is that it doesn't synergize as well with other hunter abilities. Inspiration for this build came first from this guide by joy.kafka.

Core Abilities:
  • Rogue
  • Thornfang+
Being constantly in stealth is vital for this build both for ignoring armor/resistance and for some safety. Thornfang+ gives potential for crowd control when the positioning is correct. The ideal situation is to either Silkstep or kill a weak enemy first, then continuously kill and reenter stealth through the rest of the mission.

Complementary Abilities (in order of usefulness):
  • Any melee transformation upgrade: If you transform this hero, upgrading the attacks is absolutely critical to milk as much damage as possible from each attack
  • Long Reach (+): Extra attack range helps a lot for this build, since positioning is vital for being able to set up a kill chain. Especially important if you use a dagger
  • Riposte: If you stack dodge, you can get a lot of use out of this
  • Heroism (+): When this hero is strong enough, being able to go on a single turn rampage can easily be what wins a battle
  • Quellingmoss (+): While it does break stealth, it is sometimes worth it to give a big clump of enemies poison, plus it works with melee attacks
  • Windwalk (+): Useful for the same reasons it is for Alpha Strike warriors
  • Viciousness (+): The +1 damage can be the difference between getting a kill and not
  • Crippling Strikes (+): Pretty situational, but could be useful for keeping specific enemies away from other heroes, and could setup a kill chain

Gear Recommendations:
  • Weapon Types:
    • Bow/Crossbow: Having a ranged weapon as a secondary is important for utility because there will be times you can't reach melee range
    • Dagger: The most difficult to use, but also by far the highest potential damage output when setup correctly
    • Spear: Gives the most potential for Thornfang kill chains
    • Sword: Dueling Sword can be nice for the increased stunt chance and a bit of extra accuracy helps; otherwise, you won't benefit from the extra block if you're in stealth
  • Weapon Enchantments:
    • Fire: Very strong - benefits from Grayplane armor/resist ignore
    • Water: Combines well with Thornfang
    • Leaf can help if this hero isn't able to be in stealth constantly. Stone isn't great because the armor shred doesn't matter if you're in stealth (though it is helpful when you're not), and the pin isn't likely to help because you'll be in melee range anyway
  • Stack dodge or armor/resistance: Both armor sets have their advantages when engaging in melee fighting; however I think the Traveltraff/Ghosttraff is better because it doesn't reduce speed
  • Special Notes: The Bone Spear and Empowered Bone Spear are quite strong for this build. Thorn of the Fens is also a strong option for the extra range but dagger stats. Night Shard also has some potential because of the extra block and dodge. The Ice shield can be useful because of the Hunter's high dodge chance

Transformations:
  • Wolftouched: Easily the best transformation for this build because of the melee attacks and water enchantment on Wolf Claw
  • Skeletal: The special dagger is strong, plus you get extra speed
  • Celestial: The accuracy buff, blinding effect, and extra speed all combine well with this build
  • Beartouched, Botanical, Child of the Hills, Crowtouched, Crystalline, Elmsoul: Any of these transformations also grants strong melee attacks

Miscellaneous Aspects:
  • Pet Rat: Free dodge
  • Hawksoul, Drauven Wings: +Speed
Hunter Build 3: Trapper + Group Utility
Overview
Hunters have a few unique tricks that can help a lot with managing enemies when outright killing them isn't possible. In the right situations, these tricks can save party members in trouble or give you the crucial time needed to kill dangerous enemies before they can kill you. This hero won't have great damage output themselves, however.

Core Abilities:
  • Crippling Strikes
  • Flashcone+
  • Jumpjaw
Here, the goal is to limit the number of attacks you take from enemies through hindering their movement, blinding them, and hiding heroes in Grayplane. Doing so gives the damage dealers more time to finish off kills and can be the difference between a hero dying/getting maimed or not. Grayplaning heroes who are not normally able to enter it also can help them deal damage.

Complementary Abilities (in order of usefulness):
  • Through Shot (+): Hitting multiple enemies allows you to apply Crippling Strikes (and Quellingmoss if you take it) to multiple enemies
  • Bard+, Wisdom: This is one of the best builds to add group utility to, and both Bard+ and Wisdom have excellent utility in a campaign
  • Jumpjaw+: The extra use and armor shred are helpful
  • Quellingmoss (+): The damage over time from both attacks and the placed ability is nice for putting in a bit of extra damage
  • Aid (+), Inspiration (+), Tinker (+): Additional group utility that helps either with protecting allies or killing enemies

Gear Recommendations:
  • Weapon Types:
    • Bow: I strongly recommend a ranged weapon to keep this hero out of danger as much as possible
    • Dagger: It is useful to have a dagger as an offhand weapon for potential flanking attacks, particularly with the Hunter's speed
  • Weapon Enchantments:
    • Fire: Extra damage potential can be strong, particularly with Bard
    • Stone: Good for enemy management; just be careful if you have Sentinel build Warriors
    • Water: Extra actions and attacks is strong
    • Leaf is probably not useful because this hero shouldn't be in the front lines
  • Stack dodge or armor/resistance: Either armor path works, though I think the Traveltraff/Ghosttraff is better because it doesn't reduce speed
  • Special Notes: The Bone Bow/Bone Spear and their Empowered counterparts are strong for buffing the damage of Flashcone and Jumpjaw, as well as Quellingmoss and any group utility abilities you take. Wiedling a Spellshard in the offhand if you're not using a Bow is also strongly recommended

Transformations:
  • Celestial: This is purely for the accuracy buff, but it can be quite strong when combined with Grayplane attacks as well
  • Botanical, Elmsoul, Mortifical Enhancements: Each of these transformations has some potential for repositioning enemies and/or allies
  • Sylvan: Combos with Aid if you take it, plus the attack is very powerful with Grayplane

Miscellaneous Aspects:
  • Pet Rat: Free dodge
  • Hawksoul, Drauven Wings: +Speed
Mystics: General Comments
Mystics have by far the most versatility of any class, and consequently, the most diversity of potential builds. Further, many Mystic abilities combine well with builds from other classes. I will note times when this is the case here. Each of the advanced Interfusion sets has strong potential, but some are more likely to be usable in a given map than others and combo with other abilities better. I've found myself gravitating towards a few specific builds repeatedly as a result. The most important thing is not to get lost in the possible combinations and then end up with a hero whose abilities don't work all that well together.

One important note: The single biggest limitation for Mystics is the number of available Interfusions. Thus, I consider Openmind to be critical to pretty much every build. with only a few exceptions. As a general rule, if it is offered as an ability to pick for a Mystic, you should take it. There are some cases where it can be better to pick up another ability, but this rule holds true about 75% of the time.
Mystic Build 1: Master of the Elements/Pyromaniac
Overview
Elementalist is the advanced Interfusion ability that has the most flexibility, both because most maps will have something that is Fire/Liquid/Wood and because it combines with the two conjuring abilities (Arches and Ignite). Both Splintersalvo and Infernal Rain are very strong attacks and shred armor for your Warriors/Hunters, and Fireleash is a good general attack except when there are Morthagi Butlers around (in which case make sure you kill them ASAP).

Core Abilities:
  • Arches+ or Ignite+
  • Elementalist
  • Openmind
This combination of abilities plays into the versatility of Elementalist. Only one level is required, as the significant benefit of Elementalist+ is to turn Infernal Rain into an area attack (which is pretty useful, but less versatile than Ignite+ and Arches+). Openmind is absolutely critical for making full use of Elementalist, because you need two interfused objects to use Splintersalvo and it means you are more likely to be able to Ignite and then Fireleash, since it will be less likely that you don't have any available Interfusions. Finally, either Arches+ or Ignite+ will let this hero operate at full strength even when the map doesn't have much for them to work with by default.

Complementary Abilities (in order of usefulness):
  • Whichever of Arches+ and Ignite+ you don't have: Since you can only save 5 abilities in legacy, you'll be missing one of these, which is likely the best choice to take out of all other abilities
  • Naturalist (+) (If you have Arches+): Naturalist combines well with Arches+, so this is a strong option as well
  • Spiritblade (+) (If you have Ignite+): Particularly if you have a strong Warrior or Hunter in your party, this ability can be powerful for the allied attacks. It combines especially well with Ember Arrows Hunters
  • Elementalist+: This ability upgrade isn't overwhelming, but turning Infernal Rain into an area of effect can be worth it on its own
  • Earthscribe (If you have Arches+): Purely for the walling effect, can make a difference for heroes in the front lines
  • Long Reach (+): Can sometimes be the difference between reaching a vital piece of scenery and not being able to attack until next turn. Also means it's easier to place your attacks since the enemies can be a bit further from the interfused objects

Gear Recommendations:
  • Weapon Types:
    • Staff/Wand: This build uses pretty much exclusively spells, so a Staff or Wand is the weapon of choice
  • Weapon Enchantments:
    • Fire: With attacks hitting multiple targets and possibly more than one attack per turn with Ignite+, the extra damage is very powerful
    • Water: Situationally useful because it can allow you to Interfuse again after attacking or even attack again
    • Leaf isn't that useful because it won't provide enough health to allow you to take many extra hits. Plus, if this hero is taking a lot of hits, something has probably gone wrong already. Stone is useful at times to keep enemies stuck in a specific area, but far from the strongest
  • Embergown/Ravenwing: Extra spell damage is key, as ideally, your mystics shouldn't be taking many hits. As they say, death is the best form of crowd control
  • Special Notes: The Starseed Staff/Wand is an excellent choice for this build because it has a Fire enchantment. With a Wand, I recommend using a Spellshard as an offhand because it can get you over the threshold to get another Interfusion from Openmind

Transformations:
  • Skeletal: The special dagger give a lot of spell damage, which is useful for this build
  • Crystalline: The extra stunt chance combined with hitting multiple targets means a lot of extra chances for stunts
  • Flamesoul: Lighting fires with flame attacks can be used in lieu of (or in conjunction with) Ignite, though it does mean sacrificing the ability to attack twice on a turn
Note: I strongly advise against transforming both arms for this build (except for Skeletal) as it removes the extra spell damage from wielding a Staff/Wand

Miscellaneous Aspects:
  • Fire Chicken: Another method of lighting fires, plus it sometimes grants an extra attack
Mystic Build 2: Lorax's Revenge
Overview
While not as versatile as Elementalist, Naturalist grants a lot of options. Vinewrench is powerful both in terms of damage and its ability to move enemies around and pin. The ability to enter Grayplane as a mystic is unique to Naturalist. With this build, you sacrifice some damage output for a bit of utility, which can be a worthwhile tradeoff. It heavily relies on two abilities, but the synergy here is very, very strong.

Core Abilities:
  • Arches+
  • Naturalist+
With these two abilities and upgrades, you can plant trees/small plants as a single action, Treecall or Wild Grasp as a swift action, and then Vinewrench as a primary attack, all on a single turn. Plus, the first attack after interfusing with/planting a tree will be from Grayplane, so it ignores armor/resistance. Not only is that a lot of attacking power, it also provides excellent group utility with the ability to pin monsters and pull an exposed hero back to safety.

Complementary Abilities (in order of usefulness):
  • Openmind: While it is not truly necessary for this build, having Openmind helps avoid situations where you have to waste a turn withdrawing in order to attack, which is likely to happen unless you are constantly blowing up the trees you plant with Splinterblast/Splintersalvo
  • Elementalist (+): Like Naturalist did in the Master of the Elements/Pyromaniac build, Elementalist combines well with this build due to Splintersalvo potential
  • Spiritblade (+): Not nearly as strong as it is with Ignite+, but the extra bit of damage can be helpful
  • Earthscribe: Purely for the walling effect, can make a difference for heroes in the front lines
  • Long Reach (+): Extra range is always useful

Gear Recommendations:
  • Weapon Types:
    • Staff/Wand: This build uses pretty much exclusively spells, so a Staff or Wand is the weapon of choice
  • Weapon Enchantments:
    • Fire: If you are using Splinterblast/Splintersalvo frequently, the splash damage is powerful
    • Water: Probably the strongest option since a decent chunk of this build's utility comes from single-target attacks, and having extra action points is more useful than the potential splash damage in this case
    • Leaf is not that useful because it won't provide enough health to allow you to take many extra hits. Plus, if this hero is taking a lot of hits, something has probably gone wrong already. Stone is really not necessary given how often you will be pinning enemies with this build
  • Embergown/Ravenwing: Extra spell damage is key, as ideally, your mystics shouldn't be taking many hits. As they say, death is the best form of crowd control
  • Special Notes: The Starseed Staff/Wand is an excellent choice for this build because it has a Fire enchantment. With a Wand, I recommend using a Spellshard as an offhand because it can get you over the threshold to get another Interfusion from Openmind. Additionally, this build has great synergy if you have a hero wielding Will of the Forest in your party.

Transformations:
  • Skeletal: The special dagger give a lot of spell damage, which is very useful for this build
  • Crystalline: The extra stunt chance combined with hitting multiple targets means a lot of extra chances for stunts
Note: I strongly advise against transforming both arms for this build (except for Skeletal) as it removes the extra spell damage from wielding a Staff/Wand

Miscellaneous Aspects:
  • Pet Pinecone: You'll be planting a ton of trees with this build, so being able to wall with them is nice
Mystic Build 3: Battlemage
Overview
With the changes to Vigorflow in 1.0, a true Battlemage became a frighteningly powerful build. The raw damage output potential per attack is probably higher than any other build right now. This build can struggle dealing with large numbers of enemies, but for focusing down hardened targets, there is probably no better build in the game. Some care is still needed due to the Mystic's inherent low health and armor, but with the right set of abilities, their squishiness can be mitigated. I suspect that Vigorflow will get nerfed at some point, but until then, there is no build I'd rather have when going up against high health enemies. Other heroes can handle the crowd control; this hero will be able to one shot most enemies!

Core Abilities:
  • Openmind
  • Vigorflow+
+3 damage, +1 speed per Interfused object and the ability to Interfuse with extra objects creates the potential for +12, +15, or even higher base damage per attack. Add in bonus damage, potency, and weapon/theme damage, and it climbs to truly ridiculous levels. Not only that, but with the bonus speed, this hero will be roving around the map faster than even most Hunters. These abilities really are all you need to unlock the attacking power of this build. With no complementary abilities, you'll want to keep this hero in the backlines, but if you add in some damage mitigation, this hero will be able to tank as well as (or even better than) most Warriors. Also, theme attack upgrades are not that important because most of your damage will come from Vigorflow.

Complementary Abilities (in order of usefulness):
  • Long Reach, Sharpshooter (if using a bow and/or ranged theme attacks): I recommend using a bow with this hero, and these abilities will help with both attack and Interfusion range
  • Heroism (+): This won't help a ton with dealing with large numbers of enemies as the attacks will remain single target, but it can lead to taking out multiple high health enemies in a single turn. The upgrade can make it a one turn killing spree
  • Ranged Theme Attack Upgrades: Since you can forego survivability a bit if using ranged combat, you can be more aggressive about picking up the extra damage
  • Soulsplitting (+): The most versatile ability for mitigating damage, as it works with any Interfused object and gets stronger at the same rate as Vigorflow. Slightly less necessary if using a bow
  • Earthscribe (+): Stronger Interfusion-for-Interfusion than Soulsplitting, but isn't always usable. Does grant the ability to make a hero super tanky for a single turn, though. Slightly less necessary if using a bow
  • Elementalist: Since fires don't have HP, they will never decay due to Vigorflow/Soulsplitting uses. Stopping them from burning out really helps maintain stacks
  • Mythweaver (+): Both because of the extra potency and chance to reflect damage when hit, the only limit is that you won't find the correct objects in every map (or even most of them)
  • Ignite, Arches(+): Sometimes, being able to conjure your own Interfusions will make a difference
  • Naturalist (if you have Arches): Making the Vigorflow-buffed attacks from Grayplane? That doesn't seem fair, but it's possible
  • Melee Theme Attack Upgrades: Make sure you're tanky enough to survive melee combat before upgrading a melee transformation's attack. Remember, a dead hero does zero damage!
  • Indignance: I really don't think this ability is all that strong. The damage is tiny, and while it is true damage, being forced to enter melee range with an enemy really limits positioning options. It does help if you are attacking in melee, but you'd be better off with Soulsplitting or not needing to get into melee range in the first place (with Long Reach/Sharpshooter)
  • Aid, Endurance, Hardiness, Tinker: All of these abilities give more survivability. Strictly worse than just about anything else, but if you are forced to choose from a bunch of bad options, these will give some utility

Gear Recommendations:
  • Weapon Types:
    • Bow: I strongly recommend a ranged weapon as it opens up positioning options and allows you to forego some survivability
    • Dagger: It is useful to have a dagger as a secondary weapon for potential flanking attacks, particularly with the Vigorflow+ speed
    • Spear: If using a melee weapon, the extra range is useful
    • Staff: A happy medium if you're attacking in melee because of the block chance and ability to still cast if necessary. Good as a secondary weapon
    • Wand: Same as a staff, but allows you to use the very nice Thnarrs Accordica as an offhand
  • Weapon Enchantments:
    • Fire: Splash damage can help with crowd control that this build lacks
    • Water: The best option to really lean into the single target focus with the potential extra attacks
    • Leaf can be useful if this hero fights in the front lines, though it's not necessary if you get Soulsplitting/Earthscribe. Stone is probably the weakest option because it doesn't have much synergy
  • Dustydrab/Heatherdrab: Since you won't be casting, the extra bit of armor/warding is helpful
  • Special Notes: Stack accuracy augments on this hero, as it will help mitigate the Mystic's naturally lower accuracy with weapons. If using a melee weapon, the Petriglass Spear is an excellent option. Having the Thnarrs Accordica as an offhand helps with Vigorflow, and it doesn't even have to be the primary weapon - you can swap to it, Interfuse, and then swap back

Transformations:
  • Celestial, Mortifical Enhancements: Both transformations grant single action ranged attacks that work with Vigorflow
  • Sylvan: The attack works with Vigorflow, and has extremely strong damage and crowd control potential
  • Crystalline: I highlight this transformation because of the stunt chance to combine with a Water enchantment, but it can be strong in melee as well
  • Any other melee transformation with physical attacks: The attacks again work with Vigorflow, but do force you into melee combat, and I prefer ranged
Note: I have not tested every transformation for if it works with Vigorflow; if you know one that specifically does or does not work and is not listed appropriately/at all, please let me know

Miscellaneous Aspects:
  • Pet Duck, Pet Rat, Pet Pinecone: The extra block/dodge/ability to wall with trees are all useful defensively
  • Pet Critter: The +15 melee accuracy can help overcome the Mystic's naturally lower accuracy
Mystic Build 4: Bard (Group Utility) (Work in Progress)
Overview
Mystics have the most potential for group utility of any class, and this build leans into that. While a hero using this build won't be all that strong on their own, they make everyone around them stronger. In general I find this to be less useful than a hero who has strong attacks in their own right, but if you have multiple mystics in the same group, it can be better to have one who attacks and one who buffs because there often won't be enough objects to use for Interfusions. Plus, ideas from this build can be integrated into other builds.

Because there are many different ways a Mystic can be built for group utility, I'll provide a few different core ideas here, but the same general rule applies to them all: sacrificing this hero's damage potential to improve the damage output of other heroes or increase group survivability.

Note: You'll notice I have listed some builds with more than five core abilities. While it's not always true, you really need a carefully refined build to get the most out of group utility, which highlights an inherent problem in building for group utility: it's usually better to just build a hero to be a damage dealer themselves. In the rare situations when the game only gives a hero these options, however, these builds will help make the most out of that hero.

Core Abilities:

Variant 1: Shot Caller (AKA Battleyell Right Back At You, Stormthroat!)
  • Elementalist
  • Ignite
  • Openmind or Ignite+
  • Spiritblade+
The obvious goal with this build is to use this hero to give other heroes extra attacks through Spiritblade+. With Ignite, you can conjure the fires to grant them in the first place. Then, you can give up to two per turn. Elementalist keeps these fires lit so you can keep granting the attacks. Since you can only take five abilities when recruiting a legacy hero, you'll have to choose between Openmind and Ignite+. I recommend keeping Openmind because you're much more likely to see Ignite+ on level up, and the debris present on a map is usually sufficient.

Variant 2: True Bard
  • Bard+
  • Openmind
  • Spiritblade
A bit less flexible than fully investing into Spiritblade, but after seeing it in action, I've come to the conclusion that Swellsong and its +50 stunt chance can be a battle winning move late in the game. Combine it with a strong damage dealer and they can kill a frightening number of enemies in a single turn as a result. The passive +5 stunt chance is also quite nice, though not as big of a swing. Finally, Spiritblade always has strong potential.

Variant 3: Tactician
  • Arches
  • Compulsion
  • Earthscribe
  • Humanist
  • Mythweaver
  • Naturalist
  • Openmind
An amalgam of a bunch of different abilities, but all of them directly grant some ability to control or hinder enemy movement. I lumped a few different ideas together because none of them alone are flexible enough to be relied upon in all situations. Humanist and Mythweaver in particular can't be used in many maps, including many capstone missions. Pins/hobbles alone aren't enough to deal with Unstoppable enemies. Earthscribe Bonewalls can't stop enemies that can charge through or leap over scenery. Compulsion is very situational. Arches + Naturalist is the most flexible combination, but that alone is just a weaker version of Lorax's Revenge. However, combining a few of these ideas ensures you'll always have something to make use of in any given mission. When recruiting, you'll need to choose Openmind + any four. I recommend Arches, Earthscribe, Humanist, Naturalist, and Openmind.

Complementary Abilities (in order of usefulness):

Gear Recommendations:
  • Weapon Types:
  • Weapon Enchantments:
    • Fire:
    • Stone:
    • Water:
    • Leaf is probably not useful because this hero shouldn't be in the front lines
  • Dustydrab/Heatherdrab if you take Inspiration because it will help make full use of that; Embergown/Ravenwing otherwise because the spell damage is more likely to be useful.
  • Special Notes:

Transformations:

Miscellaneous Aspects:

Useful Abilities:

  • Long Reach: More range is always nice.

  • Ignite/Arches: I list these together because they both pair with Spiritblade. I think Ignite is more valuable because it has greater synergy at the cost of being more limited in where it can be used, but they are both good choices.

  • Earthscribe: Both setting up bone walls and granting temporary health are useful for defense. While it's true that if you're defending, you're not attacking, sometimes it's better to be sure a hero doesn't die.

  • Inspiration: I find this ability situationally useful. It's better paired with hunters than warriors because bringing your mystics into melee range means they're more likely to get attacked. It does limit positioning options, which is why I don't consider it essential.

  • Elementalist: Purely useful for this build for keeping interfused fires lit. You can also pick it up if you want to make this hero good with crowd control at the same time.

  • Compulsion: Sometimes, repositioning enemies can be just as good as attacking.

Gear Recommendations:
  • Any weapon: Which weapon is best depends on what direction this hero goes.
22 Comments
Serial Peacemaker Feb 17 @ 11:24pm 
I personally find unstoppable + riposte to be almost mandatory on any warrior I build. Stack up some +dodge and +damage effects (using relationships, gear choices, etc.) and you can basically build a warrior that will respond to every attack on their person with a kill.
jaguarstryker Sep 24, 2024 @ 12:16am 
My Flamesoul Archery Hunter just got the Omenroad 8 kills in one turn Achievement. Rogue, Flamesoul+, Archery, Riposte and Protector from Avenger. Then stack as much Potency/Bonus Damage/Stunt Chance as possible. I try to keep her adjacent to anyone who isn't hidden and she either kills with her crossbow for anything that tries a ranged attack or slams a wall of flame at anything that tries melee.

She's currently sitting at 920 kills on the way to getting me the Peacemaker achievement
superblueey101 Jun 4, 2024 @ 2:21pm 
i have a melee-ish rogue with full shadow transformations and a scorpion tail and they are super good
thereswaldo22 Sep 27, 2023 @ 1:54pm 
For rangers I've found great success running poison builds, if you get the poison+ upgrade and anything that grants extra action economy with a potency build in trinkets you can easily stack 12+ poison on a massive group of enemies every turn.
Robur Velvetclaw Jun 11, 2023 @ 4:46pm 
On tanks:
Long Reach, Broadswipes, Zealous Leap: IMHO must-haves for Warriors - but not always. Zealous Leap+ costly. But is it good? Yes. But at what cost?
Thundering Challenge: Best upgraded to+ Tier, as soon as possible.
Aid, Endurance, Hardiness, Tinker: Still useful, but Aid vital since it works as a hidden "Engage". I have noted AI will prioritise taking down heroes with Aid active.
Engage, Backslam: Situational. Backslam useful only at higher levels. On the other hand Paladin is ideal if you can’t get Zealous Leap. Engage not easy skill to use: 5 times out of 7 foes I use Engage on die a turn after it was used. Probably ideal to upgrade, but only if foes provide a ready made source of compact meat like Thrixl.
Bloodrage: Agree. But if other choices are Shaprshooter and Shieldshear, can you refuse?
Shieldshear: There are other skills that can substitute for it, and at range too. Ember Arrows. Piercing Shot. Infernal Rain. Arches + Elementalist (gotta have that Splintersalvo).
MehGahLorp Apr 6, 2023 @ 7:52am 
I've found that Black Cat on a Melee Rogue helps them to set up their own backstabs. The cat's attacks don't break Stealth but still set the facing of the enemy. Walk at them from the front toward their back in one move; the cat sets the facing as the first adjacent tile you path through, then at the end of the move you're behind them able to flank.
atreesloth Aug 21, 2022 @ 12:54pm 
I'd figured out the Tank and Lorax's Revenge on my own, but the rest of them are unlikely to be things I thought of. Many, many thanks for this guide!
Lampros Mar 19, 2022 @ 4:55pm 
Great guide; I have followed and profited much from it. I am so far not sold on Sentinel, however. Not being able to control positioning is a big deal - as my Warrior has a tendency to jump into spots that are overall disadvantageous.
Willful Garshen Mar 11, 2022 @ 4:25am 
Great guide, helped me with making my characters a lot stronger, I wanted to share a discovery that I think should be noted.
If you end up acquiring Vost (The bow the Minotaur uses at the end of ch 4 of the deepist campaign) and you have a good archery based hunter, then its 100% worth it to get ambush, especially if you have a good means of repositioning enemies such as a naturalist mystic or a botanical hero.
It turns out that when a hunter makes an ambush attacks, the ambush does not end immediately and instead it waits to see what happens in case the enemy ends up repositioned for some reason. Since Vost has knockback on it, it makes it so that a well placed ambush can cause the hunter to shoot multiple ambush shots. Combined with grayplane and a large enemy, you can end up making as many as 4 ambush attacks on the same foe, which is just a stupid amount of damage.
attentaeter7  [author] Feb 2, 2022 @ 5:23pm 
Like everything, it depends on your party comp and the enemies you're facing. Warriors in general struggle in big maps because of their naturally slower movement and lack of range (unless you use bows), and when the enemies can run away and fire from range. But, that's why you need a varied party. Melee warriors can handle close-quarters crowd control, while ranged hunters snipe the ranged enemies. Mystics can do either, depending on how they're built. I find two melee/three ranged to be a good sweet spot in a party of five.